I think the point of this thread is to discover how much certain exploits (mainly gold trading with the AI) affect the speed of victory. I don't think you will ever get an answer to your question about Chess, other than most people here just really enjoy civ6. I think once you reach the level that @Lily_Lancer and some of the GoTM players get to, it's only natural to explore optimal paths to victory, and try to figure out which of these may be broken and therefore in need of balancing. I am not really a high level player, but I have recently been looking over GoTM games and studying previous posts. It seems to me that there are a lot of elements that I wouldn't call exploits, but they all warp this game for the worse. Including: Late Game Chop yields being too high Rationalism (and its kin) making exactly 10 pop +3 adjacency too important Flat Yields/CS Values force wide play Gold Upgrading Units being too low Gold trading with the AI Sorry if I am derailing the thread slightly with this post, but it just felt relevant. I think a lot of players would love to see these game mechanics being changed and the Meta being shaken up, hopefully firaxis may touch upon some of these things in the future patches... In regards to your game @Lily_Lancer I didn't think builder first was a common play, wouldn't a scout/military unit be more helpful to your early game? How did you spend that first builders charges?